Full notes
Full Might & Magic Fates - Heroes TCG update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Gameplay
- Balance
Might & Magic Fates - Heroes TCG changes
The aim of the update is to nerf some cards without destroying their viability and diversity of decks. Some cards like Temple and War Banner were too efficient in any situation, so we are looking at making them less versatile. As for Abyssal Lord and Pit Lord, the idea behind it, is to keep their identity as aggro deck but without making them too overwhelming.
SHOP
Foil card droprates reduced 20% -> 15%
BALANCING
Elemental Ring
The summoned elemental is now based on the Spell's cost.
Spell cost 0-2 -> 2 cost Elemental
Spell cost 3 -> 3 cost Elemental
Spell cost 4 -> 4 cost Elemental
Spell cost 5+ -> 5+ cost Elemental
Temple
Cost increased 3 -> 4
War banner
Cost increased 1 -> 2
Activation: Gives +1 Attack instead of 2
Slow
Cost increased 2 -> 3
Fiery Weapon
Effect updated: Deal 1 damage to target character. It gains +2 Attack until end of round
Revised tactic
Gold production decreased 2 -> 1
Soul-Consuming Efreet
Attack decreased 5 -> 4
Soul Calling
Cost increased 6 -> 7
Chaos Seer
Cost decreased 5 -> 4
Self-Damage decreased 5 -> 3
Orb of Darkness
Cost decreased 4 -> 3
Vampire Altar
Activation: Give +2/+2 to a friendly Vampire. Targeting is now manual.
Cost increased 2 -> 3
Training Ground
Health decreased 8 -> 6
Abyssal Lord
Effect now triggers "On Attack" instead of "End of turn".
Now summons 3-cost demon instead of 5.
Pit Lord
Effect now triggers "On Attack" instead of "End of turn".
Now summons 2-cost demon instead of 3
Source
Changelog.gg summarizes and formats this update. How we read updates.
